0250 Ho-Oh



  • Ranking Score:
  • Main moves:
    Incinerate, Brave Bird, Earthquake*
  • Type
  • Level:
  • Rank:
    Lvl 14.5 1/11/15CP 1500
  • Buddy Distance:
  • Charged Move Cost:
    100,000 Stardust
  • Attack:
  • Defense:
  • Stamina:
  • Overall:


Type Generation 2Generation 3Generation 4Generation 5Generation 6Generation 7Generation 8Generation 9
Normal --
Shiny ---

More Detail Properties Introduction

Key Wins

Key Losses




Registeel has the following traits and playstyles:
  • + Flexible
    Can hit a wide variety of types.
  • + Fast Move Pressure
    Deals heavy Fast Move damage. It can pressure switches and work around shields.
  • + Shield Pressure
    Pressures opponents to shield its strong or rapid attacks.
  • + Defensive
    Resists attacks from a wide variety of types.
  • - Clumsy
    Uses long animations, is stuck while attacking and may not reliably fire Charged Moves.
  • - Volatile
    Susceptible to one or more double weaknesses.
  • - Technical
    Uses complex moves that may have a high learning curve.
  • - Inconsistent
    May depend on baits and performs inconsistently.
Move stats include same type and Shadow attack bonuses.
Recommended Move:
*Event or Elite TM exclusive*Unobtainable via TM
No.Move TypesMoveAccuracyPowerDamageAverageFast MoveCountRemark
2FastSteel Wing3.53.52General
4FastHidden Power (Flying)2.673.63Low Quality
5FastHidden Power (Fire)2.673.63Low Quality
6FastHidden Power (Ground)2.6733Low Quality
7FastHidden Power (Grass)2.6733Low Quality
8FastHidden Power (Rock)2.6733Low Quality
9FastHidden Power (Ice)2.6733Low Quality
10FastHidden Power (Electric)2.6733Low Quality
11FastHidden Power (Fighting)2.6733Low Quality
12FastHidden Power (Water)2.6733Low Quality
13FastHidden Power (Dark)2.6733Low Quality
14FastHidden Power (Ghost)2.6733Low Quality
15FastHidden Power (Psychic)2.6733Low Quality
16FastHidden Power (Dragon)2.6733Low Quality
17FastHidden Power (Steel)2.6733Low Quality
18FastHidden Power (Bug)2.6733Low Quality
19FastHidden Power (Poison)2.6733Low Quality
20ChargedBrave Bird100% chance -3 Def self551562.843 - 3 - 3 - 2Self-Debuff Nuke
21ChargedSacred Fire*50% chance -1 Atk opponent651562.44 - 3 - 3 - 3Debuff
22ChargedEarthquake*651101.694 - 3 - 3 - 3Coverage Nuke
23ChargedSolar Beam801501.884 - 4 - 4 - 4Coverage Nuke
24ChargedFire Blast801682.14 - 4 - 4 - 4Nuke

Character Introduction


Ho-Oh is a legendary Fire & Flying Pokémon. It is vulnerable to Rock, Water and Electric moves. Ho-Oh's strongest moveset is Incinerate & Brave Bird and it has a Max CP of 3,863.


Ho-Oh's feathers glow in seven colors based on light angle, said to bring happiness; it dwells at the base of a rainbow.

Suggested Teammates
Get a quick start to team building with these Pokemon:

PVP Mode Explanatory Notes

PvP Moveset Explanation
Incinerate + Brave Bird and Sacred Fire* or Earthquake* 

Incinerate is Ho-Oh's only viable fast move option due to its high STAB damage and energy generation, though it is quite cumbersome being a 5 turn fast move. Extrasensory and Steel Wing are both inferior choices by a considerable margin, though they don't suffer nearly as much from the slow animation that Incinerate has. Hidden Power is not a great attack in PVP, but it can have some niche utility on Ho-Oh if given the proper typing.

Brave Bird demands quite a bit of energy, but is the cheapest charge move available to Ho-Oh. While its self-debuff makes it somewhat risky, its high STAB damage makes it considerably threatening if unshielded. Sacred Fire is a very powerful STAB move with a 50% Attack debuff chance, and burns down Steel-type targets. Earthquake provides coverage against Rock types and certain targets such as Zekrom. Solar Beam and Fire Blast are among the most expensive charge moves in the game energy-wise, but the former provides coverage against Water and Rock Pokemon that Ho-Oh can struggle against, while the latter is best avoided because it is completely outclassed by Sacred Fire.

PvP Rating Explanation
Great League: 2 / 5

Ho-Oh can only join the Great League if obtained as a research breakthrough reward and traded afterwards to reroll its IVs. This makes Ho-Oh very costly and unlikely to have a shot at Great League, but nonetheless it has its niches. Being more slightly more bulky than Charizard is attractive as a Fire/Flying type, but access to slow charge moves often causes Ho-Oh to lose matchups if the opponent commits 2 shields. Overall Ho-Oh is mostly a one-trick-pony that has a lot of potential when shields are down, but otherwise can struggle compared to other meta picks. Ho-Oh also faces stiff competition from Talonflame, who possesses similar stats and moves, but can pressure shields more effectively with Flame Charge.

Ultra League: 3.5 / 5

Ho-Oh has better performance in the Ultra League, where it starts to wield the only real advantage afforded to it; a good stat-spread. Here, it acts primarily as a closer, using its powerful but slow charged moves to finish off opponents lacking shields. It also has good matchups against tier-relevant pokemon such as Alolan Muk, Venusaur, and Registeel. Due to its double weakness however, Pokemon with Rock-type coverage tend to counter Ho-Oh, while Water and Dragon Pokemon are also quite common in this league. Like with Great League, Ho-Oh also faces competition with Talonflame in Ultra League, perhaps even moreso.

Master League: 5 / 5

Ho-Oh shines brightest in the Master League, now being able to make full use of its great stats. Its relatively unique Fire/Flying typing presents it with key resistances to Fairy-, Fighting- and Ground-type attacks, allowing Ho-Oh to take on Groudon, Togekiss, Metagross, and Zacian. Ho-Oh's ability to hard counter non Wild Charge Zacian is unique in the Master League, making it a valuable teammate to various Dragon-types.

While Ho-Oh packs an incredibly potent closing and hit-and-run capabilities, it does often find itself struggling against shields due to taxing side effects of its charge moves. Ho-Oh additionally has trouble against some of the metagame's titans, such as Kyogre, both formes of Giratina, Zekrom, and Palkia. Its double weakness to Rock-type attacks can leave it vulnerable to Melmetal, both formes of Landorus, and Excadrill when its shields are down. Finally, Incinerate's long duration can be unforgiving, making it difficult for Ho-Oh to switch out to catch its opponent's move, and can leave it vulnerable to getting sniped down by high damage fast moves at low HP.

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